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0022302: BRepMesh_IncrimentalMesh calls for each face of shape on vdisplay
This commit is contained in:
parent
f10018adfe
commit
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@ -84,13 +84,13 @@
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static Standard_Boolean myFirstCompute;
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Standard_Real AIS_Shape::GetDeflection(const TopoDS_Shape& aShape,
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const Handle(Prs3d_Drawer)& aDrawer)
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const Handle(Prs3d_Drawer)& aDrawer)
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{
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// WARNING: this same piece of code appears several times in Prs3d classes
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Standard_Real aDeflection;
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Standard_Real aDeflection = aDrawer->MaximalChordialDeviation();
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if (aDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE) {
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Bnd_Box B;
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BRepBndLib::Add(aShape, B);
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BRepBndLib::Add(aShape, B, Standard_False);
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if ( ! B.IsVoid() )
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{
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Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
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@ -98,17 +98,13 @@ Standard_Real AIS_Shape::GetDeflection(const TopoDS_Shape& aShape,
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aDeflection = Max( aXmax-aXmin, Max(aYmax-aYmin, aZmax-aZmin)) *
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aDrawer->DeviationCoefficient() * 4;
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}
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else
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aDeflection = aDrawer->MaximalChordialDeviation();
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}
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else
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aDeflection = aDrawer->MaximalChordialDeviation();
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return aDeflection;
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}
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void AIS_Shape::DisplayBox(const Handle(Prs3d_Presentation)& aPrs,
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const Bnd_Box& B,
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const Handle(Prs3d_Drawer)& aDrawer)
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const Bnd_Box& B,
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const Handle(Prs3d_Drawer)& aDrawer)
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{
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Standard_Real X[2],Y[2],Z[2];
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Standard_Integer Indx [16] ;
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@ -133,7 +129,7 @@ void AIS_Shape::DisplayBox(const Handle(Prs3d_Presentation)& aPrs,
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for(Standard_Integer k=0;k<=1;k++)
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for(Standard_Integer j=0;j<=1;j++)
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for(Standard_Integer i=0;i<=1;i++)
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V(++Rank) = Graphic3d_Vertex(X[i],Y[j],Z[k]);
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V(++Rank) = Graphic3d_Vertex(X[i],Y[j],Z[k]);
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Handle(Graphic3d_Group) G = Prs3d_Root::CurrentGroup(aPrs);
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@ -156,7 +152,7 @@ void AIS_Shape::DisplayBox(const Handle(Prs3d_Presentation)& aPrs,
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}
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G->EndPrimitives();
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}
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static Standard_Boolean IsInList(const TColStd_ListOfInteger& LL, const Standard_Integer aMode)
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{
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TColStd_ListIteratorOfListOfInteger It(LL);
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@ -210,8 +206,8 @@ Standard_Boolean AIS_Shape::AcceptShapeDecomposition() const
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//purpose :
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//=======================================================================
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void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/,
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const Handle(Prs3d_Presentation)& aPrs,
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const Standard_Integer aMode)
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const Handle(Prs3d_Presentation)& aPrs,
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const Standard_Integer aMode)
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{
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aPrs->Clear();
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if(myshape.IsNull()) return;
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@ -258,42 +254,42 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
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if (OwnDeviationAngle(newangle,prevangle) ||
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OwnDeviationCoefficient(newcoeff,prevcoeff))
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if (Abs (newangle - prevangle) > Precision::Angular() ||
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Abs (newcoeff - prevcoeff) > Precision::Confusion() ) {
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OwnDeviationCoefficient(newcoeff,prevcoeff))
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if (Abs (newangle - prevangle) > Precision::Angular() ||
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Abs (newcoeff - prevcoeff) > Precision::Confusion() ) {
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#ifdef DEB
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cout << "AIS_Shape : compute"<<endl;
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cout << "newangl : " << newangle << " # de " << "prevangl : " << prevangle << " OU "<<endl;
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cout << "newcoeff : " << newcoeff << " # de " << "prevcoeff : " << prevcoeff << endl;
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cout << "AIS_Shape : compute"<<endl;
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cout << "newangl : " << newangle << " # de " << "prevangl : " << prevangle << " OU "<<endl;
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cout << "newcoeff : " << newcoeff << " # de " << "prevcoeff : " << prevcoeff << endl;
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#endif
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BRepTools::Clean(myshape);
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}
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BRepTools::Clean(myshape);
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}
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//shading only on face...
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if ((Standard_Integer) myshape.ShapeType()>4)
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StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
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StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
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else {
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myDrawer->SetShadingAspectGlobal(Standard_False);
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if (IsInfinite()) StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
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else {
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{
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try {
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OCC_CATCH_SIGNALS
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StdPrs_ShadedShape::Add(aPrs,myshape,myDrawer);
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}
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catch (Standard_Failure) {
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myDrawer->SetShadingAspectGlobal(Standard_False);
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if (IsInfinite()) StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
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else {
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{
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try {
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OCC_CATCH_SIGNALS
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StdPrs_ShadedShape::Add(aPrs,myshape,myDrawer);
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}
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catch (Standard_Failure) {
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#ifdef DEB
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cout << "AIS_Shape::Compute() in ShadingMode failed"<< endl;
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cout << "AIS_Shape::Compute() in ShadingMode failed"<< endl;
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#endif
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StdPrs_WFShape::Add(aPrs,myshape,myDrawer);
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}
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}
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}
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StdPrs_WFShape::Add(aPrs,myshape,myDrawer);
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}
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}
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}
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}
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#ifdef BUC60918
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Standard_Real value = Transparency() ;
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if( value > 0. ) {
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SetTransparency( value );
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SetTransparency( value );
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}
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#endif
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break;
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@ -317,8 +313,8 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
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//=======================================================================
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void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager2d)& /*aPresentationManager*/,
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const Handle(Graphic2d_GraphicObject)& /*aGRO*/,
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const Standard_Integer /*aMode*/)
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const Handle(Graphic2d_GraphicObject)& /*aGRO*/,
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const Standard_Integer /*aMode*/)
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{
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}
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@ -327,7 +323,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager2d)& /*aPresentat
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//purpose : Hidden Line Removal
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//=======================================================================
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void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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const Handle(Prs3d_Presentation)& aPresentation)
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const Handle(Prs3d_Presentation)& aPresentation)
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{
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Compute(aProjector,aPresentation,myshape);
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}
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@ -338,8 +334,8 @@ void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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//=======================================================================
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void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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const Handle(Geom_Transformation)& TheTrsf,
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const Handle(Prs3d_Presentation)& aPresentation)
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const Handle(Geom_Transformation)& TheTrsf,
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const Handle(Prs3d_Presentation)& aPresentation)
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{
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const TopLoc_Location& loc = myshape.Location();
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TopoDS_Shape shbis = myshape.Located(TopLoc_Location(TheTrsf->Trsf())*loc);
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@ -352,8 +348,8 @@ void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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//=======================================================================
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void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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const Handle(Prs3d_Presentation)& aPresentation,
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const TopoDS_Shape& SH)
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const Handle(Prs3d_Presentation)& aPresentation,
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const TopoDS_Shape& SH)
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{
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if (SH.ShapeType() == TopAbs_COMPOUND) {
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#ifdef BUC60547
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@ -379,7 +375,7 @@ void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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if (OwnHLRDeviationAngle(newangle,prevangle) || OwnHLRDeviationCoefficient(newcoeff, prevcoeff))
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if (Abs (newangle - prevangle) > Precision::Angular() ||
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Abs (newcoeff - prevcoeff) > Precision::Confusion() ) {
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Abs (newcoeff - prevcoeff) > Precision::Confusion() ) {
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#ifdef DEB
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cout << "AIS_Shape : compute"<<endl;
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cout << "newangle : " << newangle << " # de " << "prevangl : " << prevangle << " OU "<<endl;
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@ -471,7 +467,7 @@ Standard_Integer AIS_Shape::SelectionMode(const TopAbs_ShapeEnum aType)
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//=======================================================================
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void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
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const Standard_Integer aMode)
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const Standard_Integer aMode)
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{
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if(myshape.IsNull()) return;
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if (myshape.ShapeType() == TopAbs_COMPOUND) {
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@ -496,20 +492,7 @@ void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
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// POP protection against crash in low layers
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Standard_Real aDeflection = myDrawer->MaximalChordialDeviation();
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if (myDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE)
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{
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// Vector is calculated depending on global min max of the part:
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Bnd_Box aBndBox; //= BoundingBox(); ?
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BRepBndLib::Add (shape, aBndBox);
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if (!aBndBox.IsVoid())
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{
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Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
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aBndBox.Get (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
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aDeflection = Max (aXmax - aXmin, Max (aYmax - aYmin, aZmax - aZmin)) * myDrawer->DeviationCoefficient();
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}
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}
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Standard_Real aDeflection = GetDeflection(shape, myDrawer);
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Standard_Boolean autoTriangulation = Standard_True;
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try {
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OCC_CATCH_SIGNALS
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@ -518,7 +501,7 @@ void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
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shape,
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TypOfSel,
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aDeflection,
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myDrawer->DeviationAngle(),
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myDrawer->HLRAngle(),
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autoTriangulation);
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} catch ( Standard_Failure ) {
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// cout << "a Shape should be incorrect : A Selection on the Bnd is activated "<<endl;
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@ -571,7 +554,7 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
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hasOwnColor = Standard_True;
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#ifdef GER61351
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if( !HasColor() && !IsTransparent() && !HasMaterial() ) {
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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}
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#else
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myOwnColor = aCol;
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@ -786,7 +769,7 @@ void AIS_Shape::SetMaterial(const Graphic3d_NameOfMaterial aMat)
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{
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#ifdef GER61351
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if( !HasColor() && !IsTransparent() && !HasMaterial() ) {
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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}
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myDrawer->ShadingAspect()->SetMaterial(aMat,myCurrentFacingModel);
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hasOwnMaterial = Standard_True;
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@ -814,7 +797,7 @@ void AIS_Shape::SetMaterial(const Graphic3d_MaterialAspect& aMat)
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{
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#ifdef GER61351
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if( !HasColor() && !IsTransparent() && !HasMaterial() ) {
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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}
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myDrawer->ShadingAspect()->SetMaterial(aMat,myCurrentFacingModel);
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hasOwnMaterial = Standard_True;
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@ -846,11 +829,11 @@ void AIS_Shape::UnsetMaterial()
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if( HasColor() || IsTransparent()) {
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Graphic3d_MaterialAspect mat = AIS_GraphicTool::GetMaterial(myDrawer->Link());
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if( HasColor() ) {
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Quantity_Color color = myDrawer->ShadingAspect()->Color(myCurrentFacingModel);
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Quantity_Color color = myDrawer->ShadingAspect()->Color(myCurrentFacingModel);
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mat.SetColor(color);
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}
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if( IsTransparent() ) {
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Standard_Real trans = myDrawer->ShadingAspect()->Transparency(myCurrentFacingModel);
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Standard_Real trans = myDrawer->ShadingAspect()->Transparency(myCurrentFacingModel);
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mat.SetTransparency(trans);
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}
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myDrawer->ShadingAspect()->SetMaterial(mat,myCurrentFacingModel);
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@ -900,8 +883,8 @@ void AIS_Shape::SetTransparency(const Standard_Real AValue)
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Handle(Graphic3d_AspectFillArea3d) a4bis = myDrawer->ShadingAspect()->Aspect();
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P->SetPrimitivesAspect(a4bis);
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#ifdef BUC60918 //force highest priority for transparent objects
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P->SetDisplayPriority(10);
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#ifdef BUC60918 //force highest priority for transparent objects
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P->SetDisplayPriority(10);
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#endif
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G->SetGroupPrimitivesAspect(a4bis);
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}
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@ -937,7 +920,7 @@ void AIS_Shape::UnsetTransparency()
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Handle(Graphic3d_AspectFillArea3d) a4bis = myDrawer->ShadingAspect()->Aspect();
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P->SetPrimitivesAspect(a4bis);
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G->SetGroupPrimitivesAspect(a4bis);
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#ifdef BUC60918
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#ifdef BUC60918
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P->ResetDisplayPriority();
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#endif
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}
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@ -1133,7 +1116,7 @@ void AIS_Shape::SetOwnHLRDeviationAngle ( const Standard_Real anAngle )
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//=======================================================================
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Standard_Boolean AIS_Shape::OwnDeviationCoefficient ( Standard_Real & aCoefficient,
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Standard_Real & aPreviousCoefficient ) const
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Standard_Real & aPreviousCoefficient ) const
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{
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aCoefficient = myDrawer->DeviationCoefficient();
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aPreviousCoefficient = myDrawer->PreviousDeviationCoefficient ();
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@ -1146,7 +1129,7 @@ Standard_Boolean AIS_Shape::OwnDeviationCoefficient ( Standard_Real & aCoeffici
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//=======================================================================
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Standard_Boolean AIS_Shape::OwnHLRDeviationCoefficient ( Standard_Real & aCoefficient,
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Standard_Real & aPreviousCoefficient ) const
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Standard_Real & aPreviousCoefficient ) const
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{
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aCoefficient = myDrawer->HLRDeviationCoefficient();
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aPreviousCoefficient = myDrawer->PreviousHLRDeviationCoefficient ();
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@ -1160,7 +1143,7 @@ Standard_Boolean AIS_Shape::OwnHLRDeviationCoefficient ( Standard_Real & aCoeffi
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//=======================================================================
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Standard_Boolean AIS_Shape::OwnDeviationAngle ( Standard_Real & anAngle,
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Standard_Real & aPreviousAngle ) const
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Standard_Real & aPreviousAngle ) const
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{
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anAngle = myDrawer->DeviationAngle();
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aPreviousAngle = myDrawer->PreviousDeviationAngle ();
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@ -1173,10 +1156,9 @@ Standard_Boolean AIS_Shape::OwnDeviationAngle ( Standard_Real & anAngle,
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//=======================================================================
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Standard_Boolean AIS_Shape::OwnHLRDeviationAngle ( Standard_Real & anAngle,
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Standard_Real & aPreviousAngle ) const
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Standard_Real & aPreviousAngle ) const
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{
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anAngle = myDrawer->HLRAngle();
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aPreviousAngle = myDrawer->PreviousHLRDeviationAngle ();
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return myDrawer->IsOwnHLRDeviationAngle();
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}
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@ -24,7 +24,9 @@ is
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-- Package methods for shapes
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--
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Add(S : Shape from TopoDS; B : in out Box from Bnd);
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Add(S : Shape from TopoDS;
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B : in out Box from Bnd;
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useTriangulation: Boolean from Standard = Standard_True);
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---Purpose:Adds the shape S to the bounding box B.
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-- More precisely are successively added to B:
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-- - each face of S; the triangulation of the face is used if it exists,
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@ -26,12 +26,11 @@
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//purpose : Add a shape bounding to a box
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//=======================================================================
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void BRepBndLib::Add(const TopoDS_Shape& S, Bnd_Box& B)
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void BRepBndLib::Add(const TopoDS_Shape& S, Bnd_Box& B, Standard_Boolean useTriangulation)
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{
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TopExp_Explorer ex;
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// Add the faces
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BRepAdaptor_Surface BS;
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Handle(Geom_Surface) GS;
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Handle(Poly_Triangulation) T;
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@ -42,80 +41,86 @@ void BRepBndLib::Add(const TopoDS_Shape& S, Bnd_Box& B)
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for (ex.Init(S,TopAbs_FACE); ex.More(); ex.Next()) {
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const TopoDS_Face& F = TopoDS::Face(ex.Current());
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T = BRep_Tool::Triangulation(F, l);
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if (!T.IsNull()) {
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if (useTriangulation && !T.IsNull())
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{
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nbNodes = T->NbNodes();
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const TColgp_Array1OfPnt& Nodes = T->Nodes();
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for (i = 1; i <= nbNodes; i++) {
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if (l.IsIdentity()) B.Add(Nodes(i));
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else B.Add(Nodes(i).Transformed(l));
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if (l.IsIdentity()) B.Add(Nodes(i));
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else B.Add(Nodes(i).Transformed(l));
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}
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// B.Enlarge(T->Deflection());
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B.Enlarge(T->Deflection() + BRep_Tool::Tolerance(F));
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}
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else {
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} else
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{
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GS = BRep_Tool::Surface(F, l);
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if (!GS.IsNull()) {
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BS.Initialize(F, Standard_False);
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if (BS.GetType() != GeomAbs_Plane) {
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BS.Initialize(F);
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BndLib_AddSurface::Add(BS, BRep_Tool::Tolerance(F), B);
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}
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else {
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// on travaille directement sur les courbes 3d.
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TopExp_Explorer ex2(F, TopAbs_EDGE);
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if (!ex2.More()) {
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BS.Initialize(F);
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BndLib_AddSurface::Add(BS, BRep_Tool::Tolerance(F), B);
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}
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else {
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for (;ex2.More();ex2.Next()) {
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BC.Initialize(TopoDS::Edge(ex2.Current()));
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BndLib_Add3dCurve::Add(BC, BRep_Tool::Tolerance(F), B);
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}
|
||||
B.Enlarge(BRep_Tool::Tolerance(F));
|
||||
}
|
||||
}
|
||||
BS.Initialize(F, Standard_False);
|
||||
if (BS.GetType() != GeomAbs_Plane) {
|
||||
BS.Initialize(F);
|
||||
BndLib_AddSurface::Add(BS, BRep_Tool::Tolerance(F), B);
|
||||
}
|
||||
else {
|
||||
// on travaille directement sur les courbes 3d.
|
||||
TopExp_Explorer ex2(F, TopAbs_EDGE);
|
||||
if (!ex2.More()) {
|
||||
BS.Initialize(F);
|
||||
BndLib_AddSurface::Add(BS, BRep_Tool::Tolerance(F), B);
|
||||
}
|
||||
else {
|
||||
for (;ex2.More();ex2.Next()) {
|
||||
BC.Initialize(TopoDS::Edge(ex2.Current()));
|
||||
BndLib_Add3dCurve::Add(BC, BRep_Tool::Tolerance(F), B);
|
||||
}
|
||||
B.Enlarge(BRep_Tool::Tolerance(F));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add the edges not in faces
|
||||
|
||||
|
||||
Handle(TColStd_HArray1OfInteger) HIndices;
|
||||
Handle(Poly_PolygonOnTriangulation) Poly;
|
||||
|
||||
for (ex.Init(S,TopAbs_EDGE,TopAbs_FACE); ex.More(); ex.Next()) {
|
||||
for (ex.Init(S,TopAbs_EDGE,TopAbs_FACE); ex.More(); ex.Next())
|
||||
{
|
||||
const TopoDS_Edge& E = TopoDS::Edge(ex.Current());
|
||||
Handle(Poly_Polygon3D) P3d = BRep_Tool::Polygon3D(E, l);
|
||||
if (!P3d.IsNull()) {
|
||||
if (!P3d.IsNull())
|
||||
{
|
||||
const TColgp_Array1OfPnt& Nodes = P3d->Nodes();
|
||||
nbNodes = P3d->NbNodes();
|
||||
for (i = 1; i <= nbNodes; i++) {
|
||||
if (l.IsIdentity()) B.Add(Nodes(i));
|
||||
else B.Add(Nodes(i).Transformed(l));
|
||||
for (i = 1; i <= nbNodes; i++)
|
||||
{
|
||||
if (l.IsIdentity()) B.Add(Nodes(i));
|
||||
else B.Add(Nodes(i).Transformed(l));
|
||||
}
|
||||
// B.Enlarge(P3d->Deflection());
|
||||
B.Enlarge(P3d->Deflection() + BRep_Tool::Tolerance(E));
|
||||
}
|
||||
else {
|
||||
else
|
||||
{
|
||||
BRep_Tool::PolygonOnTriangulation(E, Poly, T, l);
|
||||
if (!Poly.IsNull()) {
|
||||
const TColStd_Array1OfInteger& Indices = Poly->Nodes();
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
nbNodes = Indices.Length();
|
||||
for (i = 1; i <= nbNodes; i++) {
|
||||
if (l.IsIdentity()) B.Add(Nodes(Indices(i)));
|
||||
else B.Add(Nodes(Indices(i)).Transformed(l));
|
||||
}
|
||||
// B.Enlarge(T->Deflection());
|
||||
B.Enlarge(Poly->Deflection() + BRep_Tool::Tolerance(E));
|
||||
if (useTriangulation && !Poly.IsNull())
|
||||
{
|
||||
const TColStd_Array1OfInteger& Indices = Poly->Nodes();
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
nbNodes = Indices.Length();
|
||||
for (i = 1; i <= nbNodes; i++)
|
||||
{
|
||||
if (l.IsIdentity()) B.Add(Nodes(Indices(i)));
|
||||
else B.Add(Nodes(Indices(i)).Transformed(l));
|
||||
}
|
||||
// B.Enlarge(T->Deflection());
|
||||
B.Enlarge(Poly->Deflection() + BRep_Tool::Tolerance(E));
|
||||
}
|
||||
else {
|
||||
if (BRep_Tool::IsGeometric(E)) {
|
||||
BC.Initialize(E);
|
||||
BndLib_Add3dCurve::Add(BC, BRep_Tool::Tolerance(E), B);
|
||||
}
|
||||
if (BRep_Tool::IsGeometric(E))
|
||||
{
|
||||
BC.Initialize(E);
|
||||
BndLib_Add3dCurve::Add(BC, BRep_Tool::Tolerance(E), B);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -52,245 +52,238 @@
|
||||
|
||||
|
||||
static Standard_Real GetDeflection(const anyShape& aShape,
|
||||
const Handle(Prs3d_Drawer)& aDrawer)
|
||||
const Handle(Prs3d_Drawer)& aDrawer)
|
||||
{
|
||||
Standard_Real aDeflection;
|
||||
Standard_Real aDeflection = aDrawer->MaximalChordialDeviation();
|
||||
if (aDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE) {
|
||||
Bnd_Box B;
|
||||
BRepBndLib::Add(aShape, B);
|
||||
BRepBndLib::Add(aShape, B, Standard_False);
|
||||
if ( ! B.IsVoid() )
|
||||
{
|
||||
Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
|
||||
B.Get(aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
|
||||
aDeflection = MAX3( aXmax-aXmin , aYmax-aYmin , aZmax-aZmin)
|
||||
* aDrawer->DeviationCoefficient()*4;
|
||||
* aDrawer->DeviationCoefficient()*4;
|
||||
}
|
||||
else
|
||||
aDeflection = aDrawer->MaximalChordialDeviation();
|
||||
}
|
||||
else
|
||||
aDeflection = aDrawer->MaximalChordialDeviation();
|
||||
|
||||
return aDeflection;
|
||||
}
|
||||
|
||||
|
||||
static Standard_Boolean ShadeFromShape(const anyShape& aShape,
|
||||
const Standard_Real /*defle*/,
|
||||
const Standard_Boolean /*share*/,
|
||||
const Handle (Prs3d_Presentation)& aPresentation,
|
||||
const Handle (Prs3d_Drawer)& aDrawer)
|
||||
const Standard_Real /*defle*/,
|
||||
const Standard_Boolean /*share*/,
|
||||
const Handle (Prs3d_Presentation)& aPresentation,
|
||||
const Handle (Prs3d_Drawer)& aDrawer)
|
||||
{
|
||||
anyShadedShapeTool SST;
|
||||
Handle(Poly_Triangulation) T;
|
||||
TopLoc_Location loc;
|
||||
gp_Pnt p;
|
||||
Standard_Integer i,j,k,decal ;
|
||||
Standard_Integer t[3], n[3];
|
||||
Standard_Integer nbTriangles = 0, nbVertices = 0;
|
||||
|
||||
anyShadedShapeTool SST;
|
||||
Handle(Poly_Triangulation) T;
|
||||
TopLoc_Location loc;
|
||||
gp_Pnt p;
|
||||
Standard_Integer i,j,k,decal ;
|
||||
Standard_Integer t[3], n[3];
|
||||
Standard_Integer nbTriangles = 0, nbVertices = 0;
|
||||
// precision for compare square distances
|
||||
double dPreci = Precision::Confusion()*Precision::Confusion();
|
||||
|
||||
// precision for compare square distances
|
||||
double dPreci = Precision::Confusion()*Precision::Confusion();
|
||||
if ( !aDrawer->ShadingAspectGlobal() ) {
|
||||
|
||||
if ( !aDrawer->ShadingAspectGlobal() ) {
|
||||
|
||||
Handle(Graphic3d_AspectFillArea3d) Asp = aDrawer->ShadingAspect()->Aspect();
|
||||
if(anyShadedShapeTool::IsClosed(aShape)) {
|
||||
Asp->SuppressBackFace();
|
||||
} else {
|
||||
Asp->AllowBackFace();
|
||||
}
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->SetPrimitivesAspect(Asp);
|
||||
Handle(Graphic3d_AspectFillArea3d) Asp = aDrawer->ShadingAspect()->Aspect();
|
||||
if(anyShadedShapeTool::IsClosed(aShape)) {
|
||||
Asp->SuppressBackFace();
|
||||
} else {
|
||||
Asp->AllowBackFace();
|
||||
}
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->SetPrimitivesAspect(Asp);
|
||||
}
|
||||
|
||||
#ifdef G005
|
||||
if( Graphic3d_ArrayOfPrimitives::IsEnable() ) {
|
||||
if( Graphic3d_ArrayOfPrimitives::IsEnable() ) {
|
||||
|
||||
for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
nbTriangles += T->NbTriangles();
|
||||
nbVertices += T->NbNodes();
|
||||
}
|
||||
}
|
||||
|
||||
if (nbVertices > 2 && nbTriangles > 0) {
|
||||
Handle(Graphic3d_ArrayOfTriangles) parray =
|
||||
new Graphic3d_ArrayOfTriangles(nbVertices,3*nbTriangles,
|
||||
Standard_True,Standard_False,Standard_False,Standard_True);
|
||||
for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
const gp_Trsf& trsf = loc.Transformation();
|
||||
Poly_Connect pc(T);
|
||||
// Extracts vertices & normals from nodes
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
|
||||
SST.Normal(F, pc, NORMAL);
|
||||
|
||||
decal = parray->VertexNumber();
|
||||
for (i= Nodes.Lower(); i<= Nodes.Upper(); i++) {
|
||||
p = Nodes(i);
|
||||
if( !loc.IsIdentity() ) {
|
||||
p.Transform(trsf);
|
||||
NORMAL(i).Transform(trsf);
|
||||
}
|
||||
parray->AddVertex(p,NORMAL(i));
|
||||
}
|
||||
|
||||
// Fill parray with vertex and edge visibillity info
|
||||
const Poly_Array1OfTriangle& triangles = T->Triangles();
|
||||
for (i = 1; i <= T->NbTriangles(); i++) {
|
||||
pc.Triangles(i,t[0],t[1],t[2]);
|
||||
if (SST.Orientation(F) == TopAbs_REVERSED)
|
||||
triangles(i).Get(n[0],n[2],n[1]);
|
||||
else
|
||||
triangles(i).Get(n[0],n[1],n[2]);
|
||||
gp_Pnt P1 = Nodes(n[0]);
|
||||
gp_Pnt P2 = Nodes(n[1]);
|
||||
gp_Pnt P3 = Nodes(n[2]);
|
||||
gp_Vec V1(P1,P2);
|
||||
if ( V1.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V2(P2,P3);
|
||||
if ( V2.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V3(P3,P1);
|
||||
if ( V3.SquareMagnitude() > dPreci ) {
|
||||
V1.Normalize();
|
||||
V2.Normalize();
|
||||
V1.Cross(V2);
|
||||
if ( V1.SquareMagnitude() > dPreci ) {
|
||||
parray->AddEdge(n[0]+decal,t[0] == 0);
|
||||
parray->AddEdge(n[1]+decal,t[1] == 0);
|
||||
parray->AddEdge(n[2]+decal,t[2] == 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->BeginPrimitives();
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->AddPrimitiveArray(parray);
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->EndPrimitives();
|
||||
}
|
||||
return Standard_True;
|
||||
}
|
||||
#endif
|
||||
|
||||
// phase de comptage:
|
||||
Standard_Integer nt, nnn, n1, n2, n3, nnv, EI;
|
||||
static Standard_Integer plus1mod3[3] = {1, 2, 0};
|
||||
for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
|
||||
nnn = T->NbTriangles();
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
const Poly_Array1OfTriangle& triangles = T->Triangles();
|
||||
for (nt = 1; nt <= nnn; nt++) {
|
||||
if (SST.Orientation(F) == TopAbs_REVERSED)
|
||||
triangles(nt).Get(n1,n3,n2);
|
||||
else
|
||||
triangles(nt).Get(n1,n2,n3);
|
||||
const gp_Pnt& P1 = Nodes(n1);
|
||||
const gp_Pnt& P2 = Nodes(n2);
|
||||
const gp_Pnt& P3 = Nodes(n3);
|
||||
gp_Vec V1(P1,P2);
|
||||
if ( V1.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V2(P2,P3);
|
||||
if (V2.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V3(P3,P1);
|
||||
if (V3.SquareMagnitude() > dPreci ) {
|
||||
V1.Normalize();
|
||||
V2.Normalize();
|
||||
V1.Cross(V2);
|
||||
if (V1.SquareMagnitude() > dPreci ) {
|
||||
nbTriangles++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
nbVertices += T->NbNodes();
|
||||
nbTriangles += T->NbTriangles();
|
||||
nbVertices += T->NbNodes();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (nbVertices > 2 && nbTriangles > 0) {
|
||||
Graphic3d_Array1OfVertexN AVN(1, nbVertices);
|
||||
Aspect_Array1OfEdge AE(1, 3*nbTriangles);
|
||||
|
||||
EI = 1;
|
||||
nnv = 1;
|
||||
|
||||
Handle(Graphic3d_ArrayOfTriangles) parray =
|
||||
new Graphic3d_ArrayOfTriangles(nbVertices,3*nbTriangles,
|
||||
Standard_True,Standard_False,Standard_False,Standard_True);
|
||||
for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
Poly_Connect pc(T);
|
||||
// 1- les noeuds.
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
|
||||
SST.Normal(F, pc, NORMAL);
|
||||
decal = nnv-1;
|
||||
|
||||
for (j= Nodes.Lower(); j<= Nodes.Upper(); j++) {
|
||||
p = Nodes(j).Transformed(loc.Transformation());
|
||||
AVN(nnv).SetCoord(p.X(), p.Y(), p.Z());
|
||||
AVN(nnv).SetNormal(NORMAL(j).X(), NORMAL(j).Y(), NORMAL(j).Z());
|
||||
nnv++;
|
||||
}
|
||||
// 2- les edges.
|
||||
nbTriangles = T->NbTriangles();
|
||||
const Poly_Array1OfTriangle& triangles = T->Triangles();
|
||||
|
||||
for (i = 1; i <= nbTriangles; i++) {
|
||||
pc.Triangles(i,t[0],t[1],t[2]);
|
||||
if (SST.Orientation(F) == TopAbs_REVERSED)
|
||||
triangles(i).Get(n[0],n[2],n[1]);
|
||||
else
|
||||
triangles(i).Get(n[0],n[1],n[2]);
|
||||
const gp_Pnt& P1 = Nodes(n[0]);
|
||||
const gp_Pnt& P2 = Nodes(n[1]);
|
||||
const gp_Pnt& P3 = Nodes(n[2]);
|
||||
gp_Vec V1(P1,P2);
|
||||
if (V1.SquareMagnitude() > 1.e-10) {
|
||||
gp_Vec V2(P2,P3);
|
||||
if (V2.SquareMagnitude() > 1.e-10) {
|
||||
gp_Vec V3(P3,P1);
|
||||
if (V3.SquareMagnitude() > 1.e-10) {
|
||||
V1.Normalize();
|
||||
V2.Normalize();
|
||||
V1.Cross(V2);
|
||||
if (V1.SquareMagnitude() > 1.e-10) {
|
||||
for (j = 0; j < 3; j++) {
|
||||
k = plus1mod3[j];
|
||||
if (t[j] == 0)
|
||||
AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_VISIBLE);
|
||||
else
|
||||
AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_INVISIBLE);
|
||||
EI++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
const gp_Trsf& trsf = loc.Transformation();
|
||||
Poly_Connect pc(T);
|
||||
// Extracts vertices & normals from nodes
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
|
||||
SST.Normal(F, pc, NORMAL);
|
||||
|
||||
decal = parray->VertexNumber();
|
||||
for (i= Nodes.Lower(); i<= Nodes.Upper(); i++) {
|
||||
p = Nodes(i);
|
||||
if( !loc.IsIdentity() ) {
|
||||
p.Transform(trsf);
|
||||
NORMAL(i).Transform(trsf);
|
||||
}
|
||||
parray->AddVertex(p,NORMAL(i));
|
||||
}
|
||||
|
||||
// Fill parray with vertex and edge visibillity info
|
||||
const Poly_Array1OfTriangle& triangles = T->Triangles();
|
||||
for (i = 1; i <= T->NbTriangles(); i++) {
|
||||
pc.Triangles(i,t[0],t[1],t[2]);
|
||||
if (SST.Orientation(F) == TopAbs_REVERSED)
|
||||
triangles(i).Get(n[0],n[2],n[1]);
|
||||
else
|
||||
triangles(i).Get(n[0],n[1],n[2]);
|
||||
gp_Pnt P1 = Nodes(n[0]);
|
||||
gp_Pnt P2 = Nodes(n[1]);
|
||||
gp_Pnt P3 = Nodes(n[2]);
|
||||
gp_Vec V1(P1,P2);
|
||||
if ( V1.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V2(P2,P3);
|
||||
if ( V2.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V3(P3,P1);
|
||||
if ( V3.SquareMagnitude() > dPreci ) {
|
||||
V1.Normalize();
|
||||
V2.Normalize();
|
||||
V1.Cross(V2);
|
||||
if ( V1.SquareMagnitude() > dPreci ) {
|
||||
parray->AddEdge(n[0]+decal,t[0] == 0);
|
||||
parray->AddEdge(n[1]+decal,t[1] == 0);
|
||||
parray->AddEdge(n[2]+decal,t[2] == 0);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->TriangleSet(AVN, AE);
|
||||
}
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->BeginPrimitives();
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->AddPrimitiveArray(parray);
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->EndPrimitives();
|
||||
}
|
||||
return Standard_True;
|
||||
}
|
||||
#endif
|
||||
|
||||
// phase de comptage:
|
||||
Standard_Integer nt, nnn, n1, n2, n3, nnv, EI;
|
||||
static Standard_Integer plus1mod3[3] = {1, 2, 0};
|
||||
for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
nnn = T->NbTriangles();
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
const Poly_Array1OfTriangle& triangles = T->Triangles();
|
||||
for (nt = 1; nt <= nnn; nt++) {
|
||||
if (SST.Orientation(F) == TopAbs_REVERSED)
|
||||
triangles(nt).Get(n1,n3,n2);
|
||||
else
|
||||
triangles(nt).Get(n1,n2,n3);
|
||||
const gp_Pnt& P1 = Nodes(n1);
|
||||
const gp_Pnt& P2 = Nodes(n2);
|
||||
const gp_Pnt& P3 = Nodes(n3);
|
||||
gp_Vec V1(P1,P2);
|
||||
if ( V1.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V2(P2,P3);
|
||||
if (V2.SquareMagnitude() > dPreci ) {
|
||||
gp_Vec V3(P3,P1);
|
||||
if (V3.SquareMagnitude() > dPreci ) {
|
||||
V1.Normalize();
|
||||
V2.Normalize();
|
||||
V1.Cross(V2);
|
||||
if (V1.SquareMagnitude() > dPreci ) {
|
||||
nbTriangles++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
nbVertices += T->NbNodes();
|
||||
}
|
||||
}
|
||||
|
||||
if (nbVertices > 2 && nbTriangles > 0) {
|
||||
Graphic3d_Array1OfVertexN AVN(1, nbVertices);
|
||||
Aspect_Array1OfEdge AE(1, 3*nbTriangles);
|
||||
|
||||
EI = 1;
|
||||
nnv = 1;
|
||||
|
||||
for (SST.Init(aShape); SST.MoreFace(); SST.NextFace()) {
|
||||
const anyTopFace& F = SST.CurrentFace();
|
||||
T = SST.Triangulation(F, loc);
|
||||
if (!T.IsNull()) {
|
||||
Poly_Connect pc(T);
|
||||
// 1- les noeuds.
|
||||
const TColgp_Array1OfPnt& Nodes = T->Nodes();
|
||||
TColgp_Array1OfDir NORMAL(Nodes.Lower(), Nodes.Upper());
|
||||
SST.Normal(F, pc, NORMAL);
|
||||
decal = nnv-1;
|
||||
|
||||
for (j= Nodes.Lower(); j<= Nodes.Upper(); j++) {
|
||||
p = Nodes(j).Transformed(loc.Transformation());
|
||||
AVN(nnv).SetCoord(p.X(), p.Y(), p.Z());
|
||||
AVN(nnv).SetNormal(NORMAL(j).X(), NORMAL(j).Y(), NORMAL(j).Z());
|
||||
nnv++;
|
||||
}
|
||||
// 2- les edges.
|
||||
nbTriangles = T->NbTriangles();
|
||||
const Poly_Array1OfTriangle& triangles = T->Triangles();
|
||||
|
||||
for (i = 1; i <= nbTriangles; i++) {
|
||||
pc.Triangles(i,t[0],t[1],t[2]);
|
||||
if (SST.Orientation(F) == TopAbs_REVERSED)
|
||||
triangles(i).Get(n[0],n[2],n[1]);
|
||||
else
|
||||
triangles(i).Get(n[0],n[1],n[2]);
|
||||
const gp_Pnt& P1 = Nodes(n[0]);
|
||||
const gp_Pnt& P2 = Nodes(n[1]);
|
||||
const gp_Pnt& P3 = Nodes(n[2]);
|
||||
gp_Vec V1(P1,P2);
|
||||
if (V1.SquareMagnitude() > 1.e-10) {
|
||||
gp_Vec V2(P2,P3);
|
||||
if (V2.SquareMagnitude() > 1.e-10) {
|
||||
gp_Vec V3(P3,P1);
|
||||
if (V3.SquareMagnitude() > 1.e-10) {
|
||||
V1.Normalize();
|
||||
V2.Normalize();
|
||||
V1.Cross(V2);
|
||||
if (V1.SquareMagnitude() > 1.e-10) {
|
||||
for (j = 0; j < 3; j++) {
|
||||
k = plus1mod3[j];
|
||||
if (t[j] == 0)
|
||||
AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_VISIBLE);
|
||||
else
|
||||
AE(EI).SetValues(n[j]+decal, n[k]+decal, Aspect_TOE_INVISIBLE);
|
||||
EI++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Prs3d_Root::CurrentGroup(aPresentation)->TriangleSet(AVN, AE);
|
||||
}
|
||||
return Standard_True;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void Prs3d_ShadedShape::Add(const Handle (Prs3d_Presentation)& aPresentation,
|
||||
const anyShape& aShape,
|
||||
const Handle (Prs3d_Drawer)& aDrawer)
|
||||
const anyShape& aShape,
|
||||
const Handle (Prs3d_Drawer)& aDrawer)
|
||||
{
|
||||
|
||||
if (aShape.IsNull()) return;
|
||||
@ -308,13 +301,13 @@ void Prs3d_ShadedShape::Add(const Handle (Prs3d_Presentation)& aPresentation,
|
||||
|
||||
// il faut presenter les edges isoles.
|
||||
for (ex.Init(aShape, TopAbs_EDGE, TopAbs_FACE); ex.More(); ex.Next()) {
|
||||
haselement = Standard_True;
|
||||
B.Add(CO, ex.Current());
|
||||
haselement = Standard_True;
|
||||
B.Add(CO, ex.Current());
|
||||
}
|
||||
// il faut presenter les vertex isoles.
|
||||
for (ex.Init(aShape, TopAbs_VERTEX, TopAbs_EDGE); ex.More(); ex.Next()) {
|
||||
haselement = Standard_True;
|
||||
B.Add(CO, ex.Current());
|
||||
haselement = Standard_True;
|
||||
B.Add(CO, ex.Current());
|
||||
}
|
||||
if (haselement) StdPrs_WFShape::Add(aPresentation, CO, aDrawer);
|
||||
}
|
||||
@ -324,14 +317,18 @@ void Prs3d_ShadedShape::Add(const Handle (Prs3d_Presentation)& aPresentation,
|
||||
}
|
||||
Standard_Real aDeflection = GetDeflection(aShape, aDrawer);
|
||||
//using of plugin
|
||||
BRepMesh_PDiscretRoot pAlgo;
|
||||
pAlgo=BRepMesh_DiscretFactory::Get().Discret(aShape,
|
||||
aDeflection,
|
||||
aDrawer->HLRAngle());
|
||||
if (pAlgo)
|
||||
pAlgo->Perform();
|
||||
// Check if it is possible to avoid unnecessary recomputation
|
||||
// of shape triangulation
|
||||
if( !BRepTools::Triangulation(aShape, aDeflection) )
|
||||
{
|
||||
BRepTools::Clean(aShape);
|
||||
|
||||
BRepMesh_PDiscretRoot pAlgo;
|
||||
pAlgo=BRepMesh_DiscretFactory::Get().Discret(aShape,
|
||||
aDeflection,
|
||||
aDrawer->HLRAngle());
|
||||
if (pAlgo)
|
||||
pAlgo->Perform();
|
||||
}
|
||||
ShadeFromShape(aShape, aDeflection, Standard_True, aPresentation, aDrawer);
|
||||
}
|
||||
|
||||
|
||||
|
@ -94,7 +94,7 @@ Matches (const Standard_Real XMin,
|
||||
Bnd_Box2d BoundBox;
|
||||
BoundBox.Update(XMin-aTol,YMin-aTol,XMax+aTol,YMax+aTol);
|
||||
|
||||
for(Standard_Integer j=0; j<mynbpoints-1; j++)
|
||||
for(Standard_Integer j=0; j<mynbpoints; j++)
|
||||
{
|
||||
if(BoundBox.IsOut(((Select3D_Pnt2d*)mypolyg2d)[j])) return Standard_False;
|
||||
}
|
||||
|
@ -67,6 +67,12 @@ void StdSelect_BRepSelectionTool
|
||||
const Standard_Real theMaxParam)
|
||||
{
|
||||
Standard_Integer aPriority = (thePriority == -1) ? GetStandardPriority (theShape, theType) : thePriority;
|
||||
|
||||
if( isAutoTriangulation && !BRepTools::Triangulation (theShape, Precision::Infinite()) )
|
||||
{
|
||||
BRepMesh_IncrementalMesh(theShape, theDeflection, Standard_False, theDeviationAngle);
|
||||
}
|
||||
|
||||
Handle(StdSelect_BRepOwner) aBrepOwner;
|
||||
switch (theType)
|
||||
{
|
||||
@ -586,13 +592,7 @@ Standard_Boolean StdSelect_BRepSelectionTool
|
||||
// check if there is triangulation of the face...
|
||||
TopLoc_Location aLoc;
|
||||
Handle(Poly_Triangulation) aTriangulation = BRep_Tool::Triangulation (theFace, aLoc);
|
||||
if (aTriangulation.IsNull() && theAutoTriangulation)
|
||||
{
|
||||
Standard_Real aDefaultDefl = 0.2;
|
||||
Standard_Real aDefaultAng = 30 * PI / 180.0;
|
||||
BRepMesh_IncrementalMesh (theFace, aDefaultDefl, Standard_True, aDefaultAng);
|
||||
aTriangulation = BRep_Tool::Triangulation (theFace, aLoc);
|
||||
}
|
||||
|
||||
if (!aTriangulation.IsNull())
|
||||
{
|
||||
Handle(Select3D_SensitiveTriangulation) STG = new Select3D_SensitiveTriangulation (theOwner, aTriangulation, aLoc, theInteriorFlag);
|
||||
|
Loading…
x
Reference in New Issue
Block a user